Music to read and post to! (http://cdn-www.swtor.com/sites/all/files/en/misc/music/20111220_bt30/TOR_20_09_the_siege_of_alderaan.mp3)
Situation: PC's have made their initial movement on the hill. They face two standard droidekas; a sniper droideka; two patrols of 6xB-1 2xB-2 battle droids that are close
ALL Modifiers (situational, physical, weariness, wound conditions):
- All PC/NPC's will suffer a -5 penalty for firing into any melee, unless they are the ones in the melee or have the Precise Shot feat.
- Darkness - PC's suffer a -5 to Perception checks and a -2 to combat unless equipped with low-light gear
- Longshot and Haywire both suffer fatigue - persistent condition CT -1.
Martel - 0/96 Booth - 0/89 Mitts - 9/80 Hammer - 0/91 Haywire - 18/81 Longshot - 0/81
| | | | | | | | | Sniper droideka - 38/41 CT -5; SR 10 REF 19 Droideka 1 - DESTROYED Droideka 2 - 0/40 SR 20 REF 16 Auto turret 1 - DESTROYED Auto turret 2 - DESTROYED Spider droid 1 - DESTROYED Spider droid 2 - DESTROYED
|
Consumption:I am not going to concern with consumption due to the increased capacity of your weapons, unless you guys use autofire, or any grenades.
Initiative:Droideka (+8) 25
Mitts (+12) 22
Hammer (+12) 21
Longshot (+11) 21
Sniper Droideka (+9) 20
Booth (+13) 17
Martel (+13) 15
Haywire (+11) 15
B1/B2's (+0) 3
Seeing the troopers mounting the hill, the droidekas both open fire with their cannons, raining down terrible fire on Booth and Hammer.
Droideka1 attacks Hammer
SWIFT x 2 (2 of 3 to Recover)
STANDARD
:00:
DC 27 Ranged laser cannon +11/+11 (3d8) -2 for Dual Weapon, -2 for Range, -5 autofire, -1 CT laser cannon 1 1d20+1 : 7 + 1, total 8
laser cannon 2 1d20+1 : 12 + 1, total 13
dmg1 if successful, 1/2 dmg if 10+ 3d8 : 4, 8, 5, total 17
dmg2 if successful, 1/2 dmg if 10+ 3d8 : 6, 8, 4, total 18
Droideka2 attacks Booth
STANDARD
:00:
DC 27 Ranged laser cannon +11/+11 (3d8+1) +1 for Point Blank, -2 for Dual Weapon, -5 autofirelaser cannon 1 1d20+5 : 19 + 5, total 24
laser cannon 2 1d20+5 : 7 + 5, total 12
dmg1 if successful, 1/2 dmg if 10+ 3d8+1 : 5, 8, 3 + 1, total 17
dmg2 if successful, 1/2 dmg if 10+ 3d8+1 : 6, 6, 1 + 1, total 14
:ooc: Results
Hammer is hit 2 times for 19 /2 = 9 -2(DR) = 7 and 18 /2 = 9 -2(DR) = 7 for 14/91*
*Sorry, Stefan - I miscounted the range and so the attacks would have been at PB instead of Short and thus not had any penalty, but instead have gained the Point Blank Shot bonus.
Booth is hit 2 times for 17 /2 = 8 -2(DR) = 6 and 14 /2 = 7 -2(DR) = 5 for 11/89
:ooc: Can I get a shot at the droidekas?
:ooc:Fair enough, i'm still winning on the damamge scale for the moment. Can Hammer see the B-1's yet?
The burning sensation as the blaster fire from the droideka above was a special feeling that he'd learned to love and hate over his years in the army. It nearly brought a tear to his eye but at the same time it brought the adreniline that he could use to carry the battle. He droped to his knee, not from the pain but to brace. Although the others couldnt see, at malicious grin broke out across his face as he returned fire.
Fire on the same droideka he hit last time unless Mitts kills it first, otherwise fire on the second droideka.
Ranged heavy assault blaster rifle* +10 (5d10+8) with Burst Fire and braced and Point Blank Shot
Rolled 1d20+10 : 18 + 10, total 28
Rolled 5d10+8 : 7, 6, 5, 8, 1 + 8, total 35
Quote from: Stefan on Oct 23, 2013, 08:51 AM:ooc: Can Hammer see the B-1's yet?
:ooc: Yes, Hammer can see the B1-P2 platoon. It is a total of six B-1 battle droids, with two b-2's as support. Longshot can also see the platoon running across the open terrain. The remaining team cannot see the droids due to obstructions.
I have edited the map to remove the former shadowed ruin - as I never really had any idea what to make of it. I was thinking a downed ship, or a burnt out structure, but then decided its easier to just clear it off the map.
Quote from: deadpool on Oct 23, 2013, 06:06 AM:ooc: Can I get a shot at the droidekas?
:ooc: Yes, based on your character's position on the map, he is 4-squares from the wall of the first tier and does have line of sight (based on my ruling above needing to be 4 squares away from the wall - remember the overhead map squares are considered two each at 3 meters instead of 1.5).
:ooc:Doug, just checking on the hits that the droidekas made. Wouldn't Hammer and Booth both sustain no damage because none of the droidekas' shots actually beat the troopers' REF defenses and both troopers have the Evasion talent?
:ooc: Oh crap... yea, you are right. Dude, I missed the Evasion talents. I might as well open the doors and let you guys walk in now! (-D
These damn droids won't be able to hit crap. I will remove the damage.
:ooc: never mind, not so bad - Hammer an Booth are the only evasive ones and Martel has delect. So, the droids can be a bit of a threat.
:ooc: doug if i use my entire round to run towards the squad how many squares can I move
Booth ducked as he felt two bolts of hot laser fire pass over head. Their aim's improving... that was close!
The sergeant heeded the Jedi's words, shooting the synthecable dart to find a hold on the next cliff ledge. Sliding his arms under the commander's, Booth hit the switch and began their next climb.
"Haywire!" Booth commanded through the comm. "Get yourself up here quick. Longshot, you got that sniper offline yet?"
"I'm on it sarge"
:ooc:
Ranged sniper rifle* +10 (4d8+7; CT -1) with Deadeye and Debilitating Shot (requires Aim)
Sniper droideka
Rolled 1d20+10 : 20 + 10, total 30
Damage
Rolled 4d8+7 : 8, 2, 8, 1 + 7, total 26
"I'll cover you! Go!"
:ooc: I'm gonna use Running Attack to fire and return to the side of the wall. I'm shooting at Droideka 1
Attack roll blaster carbine +10 (3d8+5) with Point Blank Shot
Rolled 1d20+10 : 16 + 10, total 26
Damage roll
Rolled 3d8+5 : 1, 2, 4 + 5, total 12
:ooc:
Quote from: Callowmoryne on Oct 24, 2013, 07:06 AM
"I'm on it sarge"
Haha! I love it that you give that line and then roll a natural 20! Rock on!
:ooc: Just waiting for a lift to the next level or incoming fire.
:ooc: Yes, that was a fantastic post and shot, John.
Here are the results in INIT order:
Mitts hit Droideka 1 but fails to overcome the shield rating with 12 damage.
Hammer hits Droideka 1 for 35 - 15(SR) = 20 which blows the thing apart.
Longshot CRITS and does double damage or 52 -15(SR) = 37 and reduces it 2 steps on the CT -or- 38/41 -5CT
Momentum had shifted with a single attack from the clone troopers. Hammer's heavy blaster tore through one of the droideka's shields and rendered the droid scrap metal. It blew apart into pieces of scathing shrapnel. At the same time, Longshot aimed and squeezed and struck the sniper droideka a critical blow, piercing its shields and hitting its motor functions. The tri-legged droid wobbled and shorted as it tried to maintain its own aim on the trooper.
Booth and Martel bounded up to the next level of the mountain. To their left rose the huge half-circle coils of the generator. Against the stone wall of the mountain was a metal, reinforced door.
:ooc: The droideka sniper tries to eliminate its assailant - Longshot
SWIFT x 2 to aim
STANDARD fire on Longshot
:00:
DC 25 Ranged blaster rifle +13 (4d8+2), CT -5Rolled 1d20+8 : 10 + 8, total 18
dmg if successful 4d8+2 : 4, 6, 6, 1 + 2, total 19
:ooc: Do we notice the incoming battledroids on STAPs? And if I get to the base of the cliff, will D2 be within 12 sqs range?
:ooc: The battledroids are not on STAPs - they are hoofing it on their feet.
As for the second droideka, Matt, you will be in range as long as you make a full 6-square movement towards the ledge first - that should close the range to 12.
:ooc: Ah ok, good to know :)
"That droideka's shields could come in handy," the Jedi says. Martel runs forward to the cliff face and stretches out his will, the Force flowing through him in attempt to grab the droid above him.
Move Object (Use the Force) - 1d20+12 : 2 + 12, total 14
:ooc: Really?!! Ok, use a FP. I'm rolling in case they are considered large.
Force Point - 2d6+0 : 6, 6, total 12
Martel yanks the droid off the cliff and points it in a direction not threatening his team.
"Right behind you, sir." Haywire would quickly fire the pistol again to get the dart up. It was a quick ascend to the next level with the help of the pistol, joining Booth and Martel on the next tier. From what he could see, fire from the rest of his team seemed to be devastating what few droids were remaining. They'd still have to move quick though, who knew what reinforcements were on their way.
:ooc: Now, since the Ascension gun technically doesn't have an action requirement(that I could find) for it's movement pulling up, would I still have a move action to move closer to the door? If yes, I'll take it.
Whoops, got caught up in putting together the final touches on a side project of mine. I apologize for the delay. Free time and mental energy sometimes get sucked into other things. On the bright side though. That solar system is finally coming together. I just need to name an uninhabited planet, give a name to the whole setting in general, and I'll be mostly finished.(Names, not my specialty)
:ooc: Again, sorry for the delays guys. Trick or Treating was this past Saturday night and the weekend seemed to fly by. Anyway, time to update our game.
As for the Ascension Gun, there is no definitive ruling on what actions it takes - except the Swift action to change modes. I can say that I was charging Booth the Standard action to fire and then the Move action to ascend. So, to remain consistent, we'll do the same for Haywire. Also, the guns only come with two charges of synth rope.
In my narrative below, let me know if the door is not your goal - maybe you guys want to go all the way up to the relay station.
Booth watched as Martel successfully ended the threat of the second Droideka - it now being suspended with the Force out over the cliff and unable to bring its weapons to bear. Haywire suddenly appeared at the end of the syntherope attached to his Ascension blaster. Mitts and Hammer needed to get themselves up the mountain as soon as possible, but there was no reason the three men could not start on the door.